"Cargo" mount, if killed, will only drop 50% of its content, the rest being destroyed."
Local banking without instant travel will be great - it will force players to fight for their lands and roam over the map.I love ideas which increase reasons to leave the holding to prevent afking all day on the bank which was common for DFO 1
local banking will solve everything
I just wanted to make a post on what I admire about local banking and caravans.. and what it adds to the overall game..Moving out of a holding or moving into one can sometimes require caravans to be made to help fill it out.. socially this addsusually people just raft up to cover the majority of the distance and put all the gear in named bags on one player that logs out the second combat happens. If its a land route, again, the same thing, using mounts to throw the one player forward mixed in with begones/heals while he bhops. When someone logs out, it takes roughly 10 seconds to leave the world. It becomes everyones goal to keep the guy carrying everyones bank alive for 10 seconds, mixed in with load lag, any significant force would never even see the guy with the bank.-Spy networks (infiltrated spys will announce when a caravan leaves/where its going)hasn't happened yet, likely won't. way too much effort for minimal reward.-People actively reconning a holding to see caravans/people leaving people don't do this, people raid holdings. caravans aren't that often because there isn't much reason to move, almost no reason to move around the map with a grand total of 9 mobs worth killing.-Road encounters so much more frequent ive been playing this game consistently 12+ hours a day since launch, i have had one encounter on a road, and it was me sitting outside sanguine.strategically this adds-Large clans having holdings much closer and clustered to their main holding -Rather than spreadout because of portal networksholdings aren't desirable because there are 9 mobs worth farming, and there are no portal networks. people will setup near a metal golem or something that drops high tier leather mats and never leave.-Active campaigns to strangle hold a holding so that no resources can get to it.the economy is so busted that any halfway decent clan has near infinite mats, especially so if they are near one of the 9 desirable mobs in the game.-Logistics, leaders have to plan out how to maintain a ground war in advance -depending on the distance from a local bank (players would have to store gearbags ahead of time) -Spys could come into play and thwart those strategys, saying all there resources are at this bank. everyone knows where all the banks are, its in everyones main holdings. This is also the second biggest reason why there have been no sieges. They added local banking, and added the most basic form of logistics and nothing else, with no QOL additions. With the current mechanics, players are not even remotely interested in hauling such a large amount of siege materials and gear, and this is mixed in with less than 20 holdings on the map having any value at all. Not to mention, like 18 of these holdings cost well over a million to siege, which makes any clan that isn't farming 240% VCPs not able to afford it.Economically this adds-Player run trade holdings -trading hubs (hubba hubba)Likely won't happen, every local market is close to empty outside of racial capitols. Due to the developers putting no major balance into the VCPs and certain mob spawns, the economy is already ruined beyond repair without massive rollbacks and resets. Infernal will be pretty much the new banded on release.-Local prices -Jobs for people who enjoy transporting goods -Hiring people for protection from bandits! Sure, when people have a reason to move things around, and when there are more logistic options available in the game.It adds so much and ive only scratched the surface to what just these 2 things add to the game.
So why is it that we missed all the cool goals that localization could bring ? It all comes down to ...Lack of Population in a massively large world.The cool localized goals and dreams only work in a heavily populated area which is rare in our world and will only be less frequent as the population levels out after launch.
This is DND, not any other iteration of DF. Everything is slower, and more local. It is the way it is.